Actually we have glass doors so it should theoretically be possible to create destructable doors.
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May 10 2016
BIS please note this ticket!
Each object on map should be destructible, each tree, bush burnable.
I'd rather like that instead of plenty of animals, garbage, if a choice for FPS.
Let each author add what objects/agents he wants. This should be the normal usage, now, with a powerful 3D editor.
In Arma IV perhaps?
On Tanoa they are planing to make doors in trees? :P
No, because indestructible trees
Breaching, breaching! Upvoting!
The subject impacts the map design. Just hope the next one, Tanoa, will take that into account.
@PiepMGI
Probably you are right...
Any work in this direction is expected for me.
And i hope i am not alone/
Hi mickeymen,
In fact, there are several kinds of buildings (and objects also). Depending on who created them i guess, some are indestructible with no animated door (just like scenery boxes), some are indestructible but doors can be animated, some are destructible and doors can be animated. And editor allows you to place all these buildings in your own scenario, directly or by the mean of a function in the initfield of an invisible helipad! Without mention all classes of them.
One of the major problem of Arma is the lack of standardization. Recently, i had to cope with that in DLC helicopter. There are just 2 kinds of helos, Taru and Huron. Each have pods for cargo. These pods are "land" object for Taru (like any other cars, tanks!), but simple object for Huron. Difficult to script referring to "kind of" classes. Scripts are weighty just to sort "cases" for all of these wild designs.
"I could write this for shells or heavy calibers fire"
I think for heavy calibers the door opening will not look realistic.
"And by the way, far more difficult, i suggest for future, to make possible hole in walls by charge or shell blasts, in order to let units penetrate into a building"
Yes, it would be very cool to create the such effects as in "Battlefield" game.
However, I think BIS will not do it :(
I hope that they, will be make at least the destruction of the doors in the game.
added info
I'm interested in this topic. In despair, I've done a script enabling a "door sudden opening" when blowing a charge (claymore...) on it. See MGI_TG_V2 addon or video. I could write this for shells or heavy calibers fire!
And by the way, far more difficult, i suggest for future, to make possible hole in walls by charge or shell blasts, in order to let units penetrate into a building.
It'd be so sick if they could be destroyed.
Hello, thanks for the report. This crash is a duplicate, I have linked it to the original one.
Sorry, I should have specified it a little better. I have analysed your crashdumps and your crash is indeed identical to the original one (from engine's point of view), that's why I marked it as a duplicate. There are multiple ways to reproduce it, but reading the analysis, they are identical.
The issues are simmilar, but not quite the same.
In his issue just burn describes that his game crashes when his GBU hits the target, that happens to me some times, but i also had the crash, when landing to rearm.
Also i've noticed that the .rpt data files are quite useless, and on a normal crash to desktop no minidump files are created. (would is there a way to change it? i guess it would be more helpful)
(also i will copy this answer to the main threat, so you can answer where you like)
@vlad_8011: it's about the BI game launcher, not the game itself.
Or extract mission.sqm to right folder.... Please close that ticket and read some guides (there are tons of them on google)
I confirm also.
Very annoying.
Could this issue be assigned ?
it seems to happen after patch 1.38
http://dev.arma3.com/post/spotrep-00038
"Fixed: PhysX static weapons are not ‘sleeping’"
I confirm the issue, however it only happens if you use mortar optics and not artillery computer. After shooting the 4 mags with the mortar optics I got killed.
thats beacuse game is require to use artillery computer. There are few users that can calculate required elevation (there is video guides on YT). I recomend to use art computer, but i can say that i also reproduced that finally
Can confirm. I have also lately used the first person mortar optics, with this handy arty firing solution calculator http://a3arty.arma3.no/ and every fired HE round damages the player.
The damage received from one HE round varies between 0.02 and 0.04.
After firing all HE rounds i had received 0.678469 damage.
Damages both player and the mortar, no difference between 1st person and 3rd person. Happens on flat and uneven surface.
Using the artillery computer no damage sustained.
Vanilla game, no addons.
The damage still occurs in vanilla arma its just not visible with its medical system. With CSE running you will see this damage. If you follow the video it will show you that damage is being taken even in vanilla.
Maybe damage are to little. I never die beacuse of this and never get hurt to need a heal. In other word this isnt serious bug
Cannot reproduce at any elevation. Are you using some mod?
+1 voted up
In that case +1, voted up
I cant reproduce BUT i havent any efect at all, even round hole in wall isnt present. Only on pillar i have right efect. Are you using some mod?
No, none at all. And you are right, I did notice that some walls had no effect at all. Also if you look at the second screenshot you will see one of the walls that dirt comes out of
Added screenshot of the building
Hi, could you please add a screenshot of given building or better the coordinates of it? Thanks
Umm, it should use the white-looking particle effect like the rest of the building does. and I fail to believe that a white cool-looking building like that would have interior walls made out of dirt.
So what particle should be used? Dont you know that material used for buildings is diferent inside than outside?
Ok, it seems, we have discovered another double footprint issue:
Maybe take a look at http://feedback.arma3.com/view.php?id=16391
Yes, it seems there are double footprints as well, but only for the right foot...
related to http://feedback.arma3.com/view.php?id=15491
There is another issue with double footstep sounds if you are in crouch stance and strafe sideways in combat pace with a pistol in your hands.
I haven't reproduced your issue, so I can't give you an upvote for now.
Can you please check, if there are double footprints as well?
+1
the game has many "invisible walls"
only two my examples
http://feedback.arma3.com/view.php?id=21312
http://feedback.arma3.com/view.php?id=22233
Thank you for the report!
Please, guys, don't go off topic in this ticket. This ticket is not about mods and their performance. This ticket is about an AI problem. Thank you.
Agree with you Bouben. Don't stack mods on mods. FPS fall guaranteed.
For better performance especially don't even use CBA or AGM. Both drop FPS down considerably.
Thank you, vlad 8011,
of course I am talking mainly about gunners targeting soft non-lockable targets. Also, there is a lot of crew manned weapons in the game (without any real-life aim-assist systems) that are suffering from the same problems I have described.
I guarantee, you would not be able to do what AI is doing in the repro mission (not in first person anyway). Have you tried it? If no, please take a look and you will know what I mean.
Also, this is a fundamental, gameplay AI problem and, IMO, this is no place to argument by mods. This should be fixed in vanilla.
Thank you.
EDIT: Also, this is a problem exclusive to crew manned weapons in the game. Infantry units do not have this behaviour.
OK but there is some factors about it. First, not all nations uses that strategy (targer, targer aqquired, fire), second FCS is calculating all for you, you should only aim and fire, i'm doind this even faster than AI sometimes. But you are right about AI aiming, they are like robots, specialy against infantry (they missing sometimes if trying to take down tank vs. tank). Their skills in using mg, smg and pistol is not realistic, they killing enemy with 1-3 shots and most often hiting headshots. Its releated to AI Aiming problem. Most of players is using mods, i think BI will let this as it is and players will allways using mods. I am using ASR_AI3 - i can recomend this mod as the best, you can set ai dispersion manually in config files, moreover modify ai behavior, spotting, and generall skills. At least untill BI wil do something about it
This also applies to Crew served weapons or "static" weapons. Atleast partially.
Yes, thank you for addition.
Update: Issue resolved. Cause was a 3rd party controller profiling software that I've never had issues with before in the past.\
Ticket may be closed
Sorry for the delay, unfortunatly for you I deleted one of the RPTs that I had a crash with because it was 40mb and I had been using it for about 2 hours filling it with script errors :)
I've couldn't identify which RPT log file it was so I have attached 9 others (sorry making it difficult for you) hopefully you can identify which one with the time stamp maybe?
I don't have any mdmp files but I have provided you with the BIDMP and RPT files.
Thank you.
Crash error > http://i.imgur.com/CxALWqz.png
Hello,
Thank you for reporting the issue.
We need crash dump files from this folder to analyze your problem.
C:\Users\<Name>\AppData\Local\Arma 3\
Can you upload somewhere in winrar package, please?
Archive smaller than 5000 KB can be attached directly to the ticket. For bigger archives, please use some free sharing service and post link here.
How to find correct crashdump file:
Try to make the crash happen
Look into crashdump folder
Upload crashdump with latest date in name (crashdump is rpt + bidmp + mdmp file with same name). Please try to provide as many crashdumps as possible, it helps us investigating the problem in a big way.
Thank you.
Hello,
thank you for reporting the problem. This is the same crash as the one linked.
Greyhawks/Ababils created by Zeus are affected as well.
+2 Reproduced twice, crash came at different steps, last one crashed exactly when pressed F at step 14.
(Attachment Arma 3 UAV.7z)
+1 need to be fixed
Tried to reproduce it again in version 1.40.129533
Despite the issue doesn't show up as "Resolved" in the change log of 1.40 it appears that the game isn't crashing now.
Good job Bohemia :)
I have noticed, that this does not happen when you order the AI, to not attack (like setting the behaviour in a waypoint to Never Attack)
Maybe it helps.
I have already answered in your ticket. I should have specified it a little better, sorry for that. I have analysed your crashdumps and your crash is indeed identical to this one (from engine's point of view), that's why I marked it as a duplicate. There are multiple ways to reproduce it, but reading the analysis, they are identical.
I was linked to this as a dupliacate, as my issue is simmilar, but it's not quite the same.
In his issue just burn describes that his game crashes when his GBU hits the target, that happens to me sometimes, but i also had the crash, when landing to rearm.
Also i've noticed that the .rpt data files are quite useless, and on a normal crash to desktop no minidump files are created. (would is there a way to change it? i guess it would be more helpful)
Added 2nd reproduction for better bug tracking
Fixed in todays dev
+1, voted up, for now on recomend to use ASR_AI3, they will search every house, room-by-room
related to: http://feedback.arma3.com/view.php?id=22414
and may be related to: http://feedback.arma3.com/view.php?id=12962